| Post/Author/DateTime | Post |
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| leeeroy01-29-07, 02:47 PM | This is a Homebrew class I made geared towards Paladins and Fighters. It could also work for a rogue who wants to sneak in heavy armor. The class was really meant to take a Paladin's already decent combat abilities and focus them into a finely honed killing machine, at the cost of spellcasting (which Paladins are terrible at anyway). It was originally designed for my Homebrew Campaign (HERO SOUL), which is restricted to good characters only, and I asked one of them to playtest if for me as a Paladin/Temple Knight (7/10). It seems to be pretty good (no more broken than those darn 1st level spells in the PHB). HD: d10 Skill Points: 2+ Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Royalty, Nobility, Religion) (Int), Profession (Wis), Ride(Dex), Sense Motive (Wis) Good Saves: Fortitude, Will BAB: Full Requirements: Feats: Sacred Vow OR True Believer OR Evil Brand BAB: +7 Alignment: Within 1 step of [Deity] Skills: Knowledge (Religion) 8 Ranks Special: You must be invited into the order of Knights by a/the high priest of your god. Special Abilities: For the purpose of these special abilites, You gain Sacred Bonuses if you channel Positive Energy, and Profane Bonuses if you channel Negative Energy. Mount: Beginning at 1st level the Temple Knights's Mount improves as though he had just gained a level in the class that provides it. If he had no mount then treat him as a paladin of 1/2 his character level rounded down for the purposes of gaining a mount. This ability increases again at 2nd level and every 2 levels thereafter. Undead Turning: Beginning at 1st level the Temple Knight adds his class level to his level in another class which turns/rebukes undead. If he has no other class that is able to turn/rebuke undead, he now turns undead as a Paladin of 1/2 his character level rounded down. AC Bonus: Beginning at 2nd level, The Temple Knight gains a Sacred/Profane Bonus to his AC equal to half his class level rounded down. Attack and Damage Bonus: Beginning at 2nd level, The Temple Knight gains a Sacred/Profane Bonus to his Attack and Damage rolls equal to half his class level rounded down. Improved Turning/Rebuking: The Temple Knight gains Improved Turning/Rebuking as a Bonus Feat upon reaching 3rd level. Exalted Turning/Vile Rebuking: The Temple Knight gains Exalted Turning/Vile Rebuking as a Bonus Feat upon reaching 5th level. Heighten Turning/Rebuking: The Temple Knight gains Heighten Turning/Rebuking as a Bonus Feat upon reaching 7th level. Holy/Unholy Power: Beginning at 9th level, the Temple Knight turns/rebukes undead as a cleric of his character level. Skin of Armor: When a Temple Knight reaches 10th level, any suit of heavy armor he wears becomes lighter. His Armor Check Penalties are reduced by 3, and the Maximum Dex Bonus increases by 3. His Arcane Spell Failure Chance is halved (rounded down to the nearest multiple of 5) and In addition, he moves at his normal speed. This ability extends to mounts, animal companions, and familiars as long as they are within 20 feet of you. Homebrew Libris Mortis Book of Exalted Deeds Book of Vile Darkness Complete Divine Core |
| SlanderPanic01-29-07, 04:18 PM | Needs a rewrite to clarify certain things and to put it into a pretty format. I'll give it a go when I get home. Just call and remind me. |
| leeeroy01-31-07, 06:59 PM | Lo and behold, for when the temple priests and priestesses fail to protect the temple from invaders, the high priests call upon the secret order of knights, direct servants of the Gods themselves. Oh ye of little faith, thou shalt be struck down by their awesome might. Be ye undead, Outsider, ooze or beast, ye shall face them and perish. When brother turns versus brother, the Temple Knight rides in, to keep order, in the name of his Almighty Benefactor. (Hows that for backstory?) Temple Knights are a secret order known only by the High Preists of each temple. They take orders directly from the High Priests, who in turn take orders directly from the Gods. Woe betide those who anger them, for they always protect each other. A Temple Knight of Heironeous even refuses to harm a Temple Knight of Hextor, so great is their comraderie. Should a Temple Knight ever knowingly bring harm of any sort (other than subdual damage) to another Temple Knight, he loses all powers and beneifits of this class (he cannot also soften him up to the point of unconsciousness so his allies can kill him). He also loses his abilities if he goes against the words of his God. However, a Temple Knight may not knowingly keep his identity secret from another in an attempt to provoke him, lest he be struck down by the powers that be. I think that this creates an interesting roleplaying opportunity for everyone. Is the opponent a Temple Knight? What if he is? You are still able to bring him to justice, however you must do it in a non-lethal fashion. For more info on this type of combat, read the Book of Exalted Deeds section about Vow of Peace. |
| enygmatic_me01-31-07, 07:14 PM | You do realize a cleric can't get in to this PrC until 10th level right? |
| leeeroy02-01-07, 04:08 PM | I'm sorry, I don't see your point. This class takes things with already good combative abilities and further enhances those. It still makes a good class for those who don't have full BAB, but it is meant to be a combat class anyway. While it would be hilarious to see a wizard Temple Knight Turning Undead and throwing Fireballs in Full Plate, that isn't what it was meant for. That is why the requirements are that high. To make it inconvenient for them to get the class. If you give me more than "Clerics can't get it till 10th" maybe we can work something out. |
| enygmatic_me02-01-07, 11:31 PM | I'm sorry, I don't see your point. This class takes things with already good combative abilities and further enhances those. It still makes a good class for those who don't have full BAB, but it is meant to be a combat class anyway. While it would be hilarious to see a wizard Temple Knight Turning Undead and throwing Fireballs in Full Plate, that isn't what it was meant for. That is why the requirements are that high. To make it inconvenient for them to get the class. If you give me more than "Clerics can't get it till 10th" maybe we can work something out. The main point would mostly be that you said this is a PrC geared toward Paladins, Fighters, and Clerics. Yet, the Cleric won't qualify for this until they are 10th level. On top of that Clerics and Paladins lose more than they gain. To a Cleric, Full BAB means little when, with a spell, they can gain just that. The lose of 10 levels worth of casting to gain improvements to Turning isn't worth it, especially considering they can gain them by just taking the feats. Mount only benefits the Paladin and is useless to the other two classes you say the class is geared to. So, for a Cleric it is a waster level. Turn Undead is ok for a cleric but kinda sucks for the other two classes. Being able to Turn Undead as a 6th level cleric is pretty useless at the levels the can do it. The Attack/Damage bonus is not bad. Seems like it might be a little much, especially considering the Full BAB the PrC gets, but I am not overly sure on that one. Holy/Unholy Power is to much. A fighter, who gains the most out of this class, all of a sundden can turn like a cleric of his Character level. No, that is just not right. You want your character to Turn like a Cleric, play a cleric. Skin of Armor needs to be really reworked as well. Full Plate shouldn't act like Leather when being worn, no matter how good you are. Speaking of good, your intro paragraph seems to imply the class is restricted to good characters, yet there is all sorts of evil alternatives in the class features. |
| leeeroy02-02-07, 04:43 PM | Ah, thanks I see now. The main point would mostly be that you said this is a PrC geared toward Paladins, Fighters, and Clerics. Yet, the Cleric won't qualify for this until they are 10th level. On top of that Clerics and Paladins lose more than they gain. I see what you were talking about now. I guess I wasn't thinking it through. I have these ideas, but I find trouble expressing them. It works a lot better in my head but it comes out befuddled and wrong. It really isn't very good for Clerics to take this is it? So that leaves Paladins and Fighters. Mount only benefits the Paladin and is useless to the other two classes you say the class is geared to. So, for a Cleric it is a waster level. I suppose I should fix that... Turn Undead is ok for a cleric but kinda sucks for the other two classes. Being able to Turn Undead as a 6th level cleric is pretty useless at the levels the can do it. You could always take some feats that take your turning attempts and change them into special abilities. Holy/Unholy Power is to much. A fighter, who gains the most out of this class, all of a sundden can turn like a cleric of his Character level. No, that is just not right. You want your character to Turn like a Cleric, play a cleric. Personally, I don't think that it matters that you now have 2 people turning. If I play a Cleric, it usually isn't for the ability to turn undead. If [name removed to protect privacy] plays a Cleric, it's so he can bash things with his huge supply of greatswords and NOT heal the party. It increases the odds of a capable person having the ability in the party, and in the long run, the usefulness is up to the DM. If he sends entire hordes of undead at you, then this will really help out by more or less doubling your turnings per day. If he sends one every 25-30 sessions or waits until you actively seek them out by your decision, then yes, it would be a waste if not for the other abilities that it grants. Also, being a secretive order of select warriors (I will add this as a requirement), it is highly unlikely that you will have more than 1 in a party, unless you have a squad of them sent by a temple on a crusade of some sort. Skin of Armor needs to be really reworked as well. Full Plate shouldn't act like Leather when being worn, no matter how good you are. Yeah, sorry about that one. It was late and my head was full of cheese, thoughts of munchkin, and serious cheatiness. I'll dumb it down a little (okay, a lot). Speaking of good, your intro paragraph seems to imply the class is restricted to good characters, yet there is all sorts of evil alternatives in the class features. Sorry for the misleading text. The campaign I run is limited to good only, the class is open to any alignment as long as you are within the restrictions. |
| benstundze02-03-07, 05:23 PM | Please tell me if i categorized your class correctly PrC Compendium (http://boards1.wizards.com/showthread.php?t=784585) ben |
| leeeroy02-04-07, 01:48 AM | Yeah, and thanks for showing me that! I never knew there was a compendium (nat 1 on Knowledge (forum) check). |
| leeeroy03-18-07, 11:15 AM | I cast magic :bump: (at the darkness) |
| leeeroy03-21-07, 04:36 PM | :weep::bump: |
| leeeroy04-05-07, 09:05 PM | :pile: Everybody Pile on the Bump Train! |
| leeeroy04-22-07, 01:27 AM | :allalone: Why will no one post? I'd even accept a "this class sux" post at this point! Just lemme know you guys are still there...please? |